Glooming Resonant Staff

Information

ElementDark
Weapon TypeStaff
Attack TypeMagical
CategoryUltra Raid
Released2026-09-04

Description

A staff engraved in battles against powerful foes, etched with deep reverberations.The darkness flickering upon the staff remembers countlessly woven spell formulas; quietly eroding the enemy's strength, dragging even their will to resist down into the dark, leaving behind a profound silence on the battlefield.

Stats & Skill

Skill Evolve
B
BAS
+3
+0+1+2+3
Long RangeSingle Target1 Use5 Combo+40% gauge

Deal 250% MATK damage and grant allies Bond Crest (20% ATK UP for 3 turns)

Stats
Level 100
120406080100
HP200
ATK246
MATK701
DEF94
MDEF140
SPD40
MIND94
CRIT%1.4
The following text is mainly here to clarify events surrounding these series of weapons
As of now, these weapons called "Resonant" are a unique tier of weapons ONLY available through the Ultra Resonant Raid campaign (for now at least,more information in the future).
Each weapon has 17 different possible effects and 3 ranks, the only differences across weapons are that a dark weapon can have Dark Damage Boost while a light weapon can have Light Damage Boost, same applies for a resonant sword weapon having Sword Damage Boost, a bow resonant weapon can get Bow Damage Boost, so each weapon can only get their corresponding effects, a dark resonant weapon won't give Fire Damage Boost for exemple.
The drop rate is unknown but feels consistent.
It looks like to be (self assumption) 60% B rank, 30% A rank and 10% S rank drops, note that summoning a raid guarantees you a drop 100%.
You will now see a ranking of each of these weapons' effects, by Friz, based on generic content potential:
Very good and high potential effects :
Veil, a rare effect to find without specific characters or conditions + not forced to be a supportive weapon.
Counter, the effect with the highest potential, because the counter damage depends on what the weapon's element is, it's quite valuable to get 1 of this for each element.
Dark Damage Boost (varies between weapons, using this one as an example only), this is the most flexible of the damage boosting effects as it takes account of all and doens't restrict the boost to a team (like ATK UP) or to only certain actions (like Skill Damage Boost), these said effects are still fine on their own when used on the right team but this one is simply the most generic and flexible one.
good but less flexible or restrictive than the ones above.
ATK UP/MATK UP, a less flexible version of Dark Damage Boost
Damage Dealt Up, worse version of Dark Damage Boost because it has lower numbers.
Damage Cut, generic defensive utility.
situational or worse than similar effects
Sword Damage Boost (varies between weapons, using this one as an example), too specific, buffing only 1 type of weapon, we have better above.
SPD UP, rarely needed
DEF UP/MDEF UP, less flexible version of Damage Cut
Light Damage Cut (varies between weapon using this one as an example), less flexible version of Damage Cut
Regen, the problem is rarely JUST damage, it's often alongside ailments and we have more interesting weapons for both (certain situations could favor this one basically)
Auto Revive, if you die that's already bad and it still removes all your buffs, although the 5 turns and 100% HP comeback has some very niche potential.